Do not forget that in classic SE there is no real-time calculating for shadows and lights. Everything is "precalculated" or "prebaked". So the switch between two or more backgrounds must be made in different areas - prepare the second one with colors and lights, suitable for the second background. Separate those areas (via walls, or rooms or etc), so there is no way to see what's happening in the next one.

Since it's kind of an open world map, the split room idea wouldn't work here, but i've decided to exchange the night for a storm and just used the built-in light animations and wsc shading on everything... some models that are questionably places fail to run with it, but it works like nothing else so can't really complain edit: yes i can complain the fps drops to like 10 during the transition

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